Monday, August 13, 2018

Skyship Spells IV

Just so you don't think I've given up on skyship spells, here are another three, written for the D&D BECMI game mechanics. None of those came up in CAL1 "In Stranger Skies," though one of them will in the Star Phoenix story featured in the next Calidar Gazetteer. Have fun. These haven't been playtested yet, so comments and suggestions are helpful to address loopholes and other clunkers. Click here for the previous three spells.


Spell Level: 1 (School of Divination)
Range: Touch
Duration: 1 round
Effect: Identifies the caster’s location

                This outdoor dweomer is useful for navigators and explorers. Three geographical features familiar to the caster must be named while casting the spell, including mountain peaks or urban centers that aren’t perfectly aligned. For space travel, celestial bodies may be selected instead. The effect gives a mental clue to the recipient about the caster’s position on the surface of a world or in the Great Vault, relative to the three chosen points at exactly the time the spell was cast. The enchantment correctly marks a map, navigational chart, globe, or other medium held in hand (if any) when casting the spell. The mark is plainly visible for a round only. A read magic spell is required thereafter to show the mark, as well as the caster’s name and local date/time the spell was cast. The effect can be dispelled permanently.

Phantasmally Displayed Figments
Spell Level: 2 (School of Illusion)
Range: 1 Hour
Duration: Concentration
Effect: Projects stills

                The spell replicates one or more existing images in mid air. Images can be paintings, single book pages, scrolls, maps, or small objects within immediate reach of the caster. Up to 6 images plus one per experience level can be selected during the round the spell is spoken. Flipping through a book to select more images is acceptable, although casting time may take more than a round at the DM’s discretion. All selected images become two-dimensional figments. Known as PDFs, these figments can be enlarged without blurring up to 4 inches high or wide per level of the caster. No other details appear than what was on the original material. The caster may manipulate PDFs, moving them together or separately up to 1 foot range per experience level, at a movement rate of up to 3’ per round. Luminescent properties enable PDFs to be displayed in the dark. PDFs last an hour or until dismissed by the caster, whichever comes first. A locate object spell may be used to find a specific element within a number of PDFs, such as map label; the element must be described in three words or fewer. The locate object spell cannot find anything that isn’t displayed on the PDFs. If successful, the spell fetches the desired PDF and highlights the object of the search. REF. CAL2 (est. release date early 2019)

Restore Wood
Spell Level: 2 (School of Alteration)
Range: Touch
Duration: Permanent
Effect: Purifies and treats wood

                Intended as routine treatment for wooden structures, the spell dislodges organisms living on their surface or within them, such as algae, worms, termites, barnacles, etc. and repairs related damage. Any previous alchemical treatment is restored, as well as sealing material. The spell affects a surface up to 90 sqft. + 9 sqft. per experience level, extending 6 inches deep, enough for a typical wall or a ship’s hull. The spell does not repair any sort of combat damage.

Monday, August 6, 2018

Skyship Saving Throws

Using D&D BECMI language, here is a look at how saving throws could be handled for skyships in the world of #Calidar. Flying ships are neither living beings nor simple objects, and therefore the topic of their vulnerability to diverse situations may require extra detail. Skyships are complicated devices, likely brimming with magic and housing crews and commanders with different skills, all of which should impact battle results as well as saving throws.

Image: Jason Rainville. #MTG. ©2017 Wizards of the Coast

The most common skyship in Calidar is the wooden-built, galleon-size, sailing vessel. As a general rule, it saves as F7 (level 7 fighter), giving it approximately 50/50 chances to succeed. The chart below gives the complete listing of ship types and their suggested saving throws:

Skyship Type/Save As:
1st/2nd Ed. D&D
Rafts, canoes, rowboats
Barges, sm. galleys, longships
Elven clippers, wizard yachts
Wooden-built junks or galleons
Wooden-built war galleys/warships
Dwarven ironclads
Undead ships from the abyss

Adjustments will be needed to reflect other D&D game versions being used. Actual scores are approximate and will yield different results in each of the chosen game versions. That’s not necessarily bad—just different. The above saving throws can easily be modified to reflect alien or monstrous vessels as needed.

Tactical Modifiers

When engaged in air combat, modifiers can come into play at the referee’s discretion. Here are a number of them to pick from as needed. “Plus” adjustments are bonuses to the target’s saving throws.


·   Attacker or Target is moving
·   Attacker & Target are moving*
·   Gusty winds, stormy conditions
+1 to +3
Magic Bonuses to AC
1 for 1
Captains’ Skills**
1-3 (+/–)

(*) In different directions.
(**) NPC captains can be assigned ranks as needed for a scenario, such as Expert, Good, Fair, Poor, Inept. PCs ranks depend on their average airmanship (Wis), tactical (Int), and leadership (Cha) skills, or a simple assessment by the referee. Average scores are: 3-6 Inept, 7-9 Poor, 10-12 Fair, 13-15 Good, 16+ Expert. Absence of a specific skill counts as a 3. Compare the ranks of the captains on the attacking and defending ships. The difference between their rankings results in a bonus or a penalty to the defending ship’s saving throws reflecting which commander is the best, as follows: 0-2 No modifier, 3-5 +/–1, 6-8 +/–2, or +/–3 with a greater difference. If the attack comes from a monster (rather than another skyship), use the monster’s Intelligence score in lieu of a captain’s ranking.

It could be argued that crew skills ought to be reflected as well. In this case, the referee should make a general assessment of a ship's crew and its captain, and then average their two scores (if they are different), assuming the rank of a crew is as important as their commander's. 

Special Modifiers

Colorful and unusual ship abilities can affect how well they defend against certain types of attacks. For example: wooden ships could receive a –2 penalty vs. fire-based attacks; dwarven ironclads could suffer the same vs. electrical attacks; a ship described as particularly maneuverable (or the opposite), can receive appropriate modifiers, and so on. Calidar is a world full of magic, so imagination is the only limit to possible adjustments and special rules. Remain somewhat conservative to avoid game-balance issues and needless complexity. Storytelling and fun are more important.

Last but not least: a roll of 1 always saves, and a 20 always fails. Savvy?

Monday, July 30, 2018

Skyship Spells III

(Image: source & artist unknown)
This is the third and possibly final entry for skyship spells (at least for now). This follows the previous article on the subject. Most of these spells were introduced in #Calidar's CAL1 "In Stranger Skies," and they are described here using D&D BECMI game stats for simplicity and clarity. As always, opinions are welcome as regards their game balance and playability.


Unyielding Cord
Spell Level: 3 (School of Illusion)
Range: 30’ + 3’ per exp. level of the caster
Duration: 1 Turn
Effect: Produces a phantasmal rope

Appearing as a strand of purple light, the Unyielding Cord is cast so that one end attaches to a sentient creature while the other remains in the caster’s hands or is attached to an object within the caster’s immediate reach. This spell cannot bind two objects together or creatures immune to mind-affecting magic. Objects do not save. Creatures get saving throws vs. spells adjusted with Intelligence modifiers (with rules other than BECMI, a –2 penalty for low Intelligence, or a +2 bonus for high Intelligence). The spell’s effect ends if the saving throw succeeds or if an attack against the cord with a slashing weapon, claws, or talons scores a critical hit. It can otherwise be dispelled by a third party (or the caster). If cast at a creature’s neck, the cord forms a tight noose preventing speech, spellcasting, and breath weapons (though it still allows labored breathing). The Unyielding Cord may target an object within range, so long as the caster holds its other end; in this case, the caster and companions failing their saving throws can use it to climb past obstacles. Ref. CAL1 pg. 35 & 49.

...OK, that was a weird one. J

Wizard’s Tail
Spell Level: 3 (School of Enchantment)
Range: 30’ per exp. level of the caster
Duration: permanent until dispelled
Effect: Places a tracking enchantment on a person or an object

The spell enables the caster to mark an object with a tracking enchantment. It produces a small ball of faint blue light, about the size of a large cherry, which moves at 90’ per round until it reaches its target. The caster controls its flight. A saving throw vs. spell is required if the target is a living creature; none is required for any other creature or an object (such as a skyship). If successful, the light fades out, and the tracking enchantment remains on the target permanently. A spell to detect magic may reveal the presence of a Wizard’s Tail, and enable it to be dispelled.
Later on, periodic locate object spells are needed for the caster to sense the target’s position, regardless of how far away it may be at the time (including on another planet). In other words, the tailing spell acts as an emitter while the locate object spell works as a receptor. The enchantment’s signal does not extend past outer planes. The Wizard’s Tail informs the caster of the target’s heading and speed at the time the locate object spell is cast (for example: the target is on another planet, which moves in a predictable way), making it possible to set an intercept course through the Netherworld. Several attempts at locating a target may be needed if it changes direction unexpectedly while the caster travels to reach it. Ref. CAL1 pg. 34.

Dimension Door II
Spell Level: 4 (School of Alteration)
Range: 30’ + 3’ per exp. level of the caster
Duration: 1 round
Effect: Relocates a creature or item

This is a variant of the original Dimension Door spell described in the BECMI game rules. The target range is much longer, while the effect is much reduced—60’ maximum from the caster’s position. It can also affect objects that aren’t fastened to something else, for example: a section of wall, part of someone’s body, or a weapon held in someone’s hand cannot be targeted, but a weapon lying on a table certainly can. The destination remains within the caster’s line of sight and free of obstructions. Unwilling victims get a saving throw vs. spells. Ref. CAL1 pg. 8 & 49.

Friday, July 27, 2018

Happy Gygax Day

Hardly does a day go by when I'm not at work on an RPG, or at least thinking of something related--a monster, a spell, a trap, an NPC, an encounter, a dungeon to design, minis to sort out, a story plot, a fantasy world, an ad for a game book, a poster map to drop in the mail, a convention to attend, a social media discussion, a deadline to make, an upcoming Kickstarter, or a blog post. I'll dedicate this last one to a person who clearly had a hand in how my life was shaped during the past 35 years.

Happy Gary Gygax Day!

Monday, July 23, 2018

Skyship Spells II

Image: J. Rainville. ©2016 Wizards of the Coast
Moving right along following the first article, here are another three spells described using D&D BECMI game stats. Any comments or suggestions regarding game balance and playability are greatly appreciated. More will be added in the coming days. Keep a wizard eye out for them.


Booming Voice
Spell Level: 1 (School of Alteration)
Range: Touch
Duration: 1 Turn or until dispelled
Effect: Amplifies and broadcasts one’s voice

The spell enables one’s voice to overcome all ambient noises and turn it into a booming address within the area of effect, regardless of any airless void. The area affected is a 60˚ cone extending from the recipient’s mouth and as far away as 300’ + 20’ per exp. level of the caster. Ref. CAL1 pg. 15 & 51.

Sky Sight
Spell Level: 2 (School of Divination)
Range: Caster only
Duration: 1 Turn
Effect: Detects ships (short range)

This spell detects large flying objects or creatures. It displays the positions of detected items as flickering dots of colored light within three concentric circles on a ghostly greenish or amber screen. The dot at the center of the screen reflects the caster’s own position. The area of effect covers three ranges corresponding to the screen’s concentric circles. Short range (within the smaller circle) reaches 2 miles plus 150 yards per exp. level of the caster. Medium range (within the center ring) adds an extra 3 miles plus 250 yards per level. Long range (in the outer ring) adds another 4 miles plus 400 yards per level.
                “Bogies” 50’ or larger are detected at short range, 100’ or larger at medium range, and 200’ or larger at long range. Sizes refer to ships’ hulls (ignore masts and sails) and monster bodies (rather than their full wing spans and tails). Sky Sight cannot detect invisible objects/creatures or those flying less than 300’ from the ground or the surface of a sea. Darkness, clouds, or fog do not affect detection, but large objects (asteroids, mountains, or huge ships) may hide anything smaller aligned exactly behind them, from the caster’s point of view. Two items immediately adjacent to each other or a swarm of small objects may appear as one larger signal on the screen.
                The outside ring shows numbers on its perimeter, ranging from 0 to 359 (zero being the direction in which the caster is facing). When used in conjunction with the Wizard’s Tail, the spell identifies the item of interest if it flies within the area of effect. A spy glass may be pointed at a dot on the screen, enabling the caster to examine a magnified view of the detected item for 1 round, after which the spell ends. (Not referenced in CAL1.)

Smother Conflagration
Spell Level: 3 (School of Alteration)
Range: 30’, 900 ft2 area
Duration: 1 Round
Effect: Prevents fire from spreading

All open flames in the area of effect are immediately snuffed out. This spell prevents collateral blazes resulting from magical and non-magical attacks from spreading. It does not remove a persistent fire hazard (such as a lava projectile or a red-hot cannonball); subsequent actions are therefore needed (such as dousing or cold-based magic). Though unharmed, fire elementals and similar beings will seek to exit if caught within. Though the spell effect appears as a bubble, it does not prevent anyone from stepping into or out of it, nor does it prevent projectiles and magic from passing through it. Ref. CAL1 pg. 12.

Thursday, July 19, 2018

Skyship Spells

While re-reading the story in CAL1 In Stranger Skies, I made a list of Capt. d'Alberran's spells. I listed a few here using D&D BECMI terminology for the sake of clarity. Let me know your comments as to playability/usefulness. I'll add more later if you're interested in this.

Helmsman’s Helping Hand
Spell Level: 2 (School of Invocation)
Range: Touch
Duration: 1 hour for every 3 exp. levels of the caster
Effect: Temporarily improves a helmsman’s abilities

The spell temporarily improves a helmsman’s basic navigation/piloting and observation skills +10% (+2 on a scale of 1-18), as well as the crew member’s Strength, Dexterity, and Intelligence ability scores +5% (+1 on a scale of 1-18). Bonuses to ability scores apply solely as regards challenges in handling the helm and keeping on course despite adverse conditions. Ref. CAL1 pg. 4.

Artificer’s Mending Brace
Spell Level: 3 (Schools of Abjuration and Alteration)
Range: 30’ +2’ for every 3 exp. levels of the caster
Duration: permanent mending; brace on concentration
Effect: Temporarily prevents a wooden object from breaking and repairs structural damage

The spell enables the caster to prevent a wooden structure such as a ship’s mast, part of its hull, a palisade, part of a bridge (etc.), from breaking so long as concentration is maintained. The spell affects a structure up to 90ft3 +3ft3 per experience level. While concentration is maintained, the spell repairs 10% of any kinetic damage to the affected structure for each combat round. The spell does not replace material that no longer exists; burned, dissolved, or disintegrated matter cannot be repaired. Ref. CAL1 pg. 6.

Artificer’s Unseen Shield
Spell Level: 4 (Schools of Abjuration and Invocation)
Range: 30’ +1’ for every exp. level of the caster
Duration: 1 battle encounter
Effect: Generates localized protection

The spell brings into existence an invisible barrier lessening the effects of magical attacks crossing through it. The shield covers a flat area 100ft2 +10ft2 per experience level. Effects apply in the following order—1. If the attack did not involve a saving throw, one is allowed; if it succeeds, damage is halved (if no physical damage was involved, then the effects are negated). 2. If a saving throw was allowed, it automatically succeeds. The shield remains anchored in place or moves with the closest structure at the time the spell was cast (a fortification, a ship, a bridge, etc.) The shield’s protection benefits both structures and creatures. Ref. CAL1 pg. 12.

Note: The schools are part of some design work I'll introduce in CAL2 On Wings of Darkness (Calidar's alter-ego to Mystara's GAZ3 Principalities of Glantri).

Thursday, July 12, 2018

Along Comes a Dragon

I've always been fascinated with dragons variants and sub-variants. Purists may frown. Here's one I'm developing for #Calidar, written up here with D&D BECMI stats. I'm looking for comments on playability and DM usage. I'm not familiar with 5e, so if a charitable soul wants to come up with a conversion, thank you!!

Shadow Dragonby Max-Dragon

Entropic Dragon:
AC –2, 14 HD, MV 150’ (50’)/360’ (120’) flying, AT 1 bite (breath or spell) + 2 claws + 2 wings + 1 tail whip, Damage 2d10+8 (bite) + 1d8+3 (all others), Size VL—Str 20, Dex 8, Con n/a, Int 17, Wis 11, Per 15 (in elven form), MR 10, Saves as warrior Lvl 36, AL C. Faith: Astafeth (pious). Apparent Age: young adult. Ancestry: Draconic (usually appears to be a dark-skinned elven sorceress).
Abilities: Spellcasting as a sorcerer—Lvl I x4, Lvl  II x3, Lvl III x3, Lvl IV x3, Lvl V x2, Lvl VI x1. Breath weapon—either acid spit (a 120’ x 5’ strip inflicting as many hit points of damage as the entropic dragon currently possesses) or a cone of entropic darkness (90’ x 40’); everything caught in the cone must save or suffer the following—living creatures permanently age +50% (or +25% with a successful save); ferrous metals rust (magical items get a substantial bonus to their saves), organic materials rot/spoil away (including leather goods, wooden objects, clothes, scrolls, spellbooks, potions, food, etc.). All spell effects end at once aside from the cone’s own impenetrable darkness (no save). The entropic dragon can also switch at will between its dragon and elven appearances, and enjoys the abilities of a rogue LF14.
Ring of Secrecy: [The dragon presented in the upcoming Wings of Darkness gazetteer] wears a magical ring protecting its owner from crystal balls and all mind-reading attempts.

Tuesday, June 26, 2018

Fear of Heights

©2015. Impulse Limited
Here's a short entry for today. While designing a flying city, I ran across an issue concerning fear of heights and its potential effects on characters. Here's an approach. What are your opinions on the matter, as referees or players?
Most RPG heroes aren’t initially designed to account for fear of heights. Rogues, career skyship crew, residents of places like flying cities, flying creatures, gods, most animals, and monsters in general are immune to it. Other beings, however, may be susceptible. Roll an initial Wisdom Check for each player character; the level of failure indicates whether a character is predisposed to fear of heights, and the severity of the condition. 

Predisposition to Fear of Heights (Wis Check)

Critical Success
Below Score
Check when more than 360’ high
Exact Score
Check when more than 180’ high
Above Score
Check when more than 90’ high
Critical Failure
Terrified of heights more than 30’

If a character is susceptible to fear of heights and faces a situation that could trigger its effects, such as approaching a cliff’s edge, looking over a skyship’s railing, climbing a mast, crossing a rope bridge or a gangplank (etc.), a Wisdom Check should be required. Characters terrified of heights receive a –2 penalty to these checks. Results remain in effect for the remainder of the encounter.

Fear of Heights Effects (Wis Check)

Above Score
Exact Score
–1 penalty to Strength and Charisma
Below Score
–2 penalty to Strength, Agility, Charisma, attack rolls, and Defense Checks
Critical Failure
Paralysis for 1d4 combat actions, otherwise as above plus –50% MV penalty

Monday, June 18, 2018

A Glimpse at Arcanial, Pt. 3

Temple of Ashgaddon
Phoenix & Lead (№17)
This religious shrine is one of several on this floor. Located at the intersection of Lead Street with Phoenix Avenue, the main entrance opens on an elegant 40’ long colonnade leading to the sanctum. Another door leads outside, facing the Outer Gauntlet. Eight chambers used for meditation, private services, office work, vestry, storage, and acolytes’ quarters straddle the colonnade. About 40’ by 140’, the sanctum enjoys a magnificent vault soaring nearly 70’, reaching as high as the Upper Griffin. The temple’s cross-section can be seen on the side view diagram (see below).
Clad in black marble, the sanctum’s walls and floors give an impression of organic worm-like movement. Only stirred by the slow swing of a large bronze thurible, dimness veils the vault’s upper reaches. Careful observation might reveal the presence of wraiths drifting in the darkness above, the lingering forms of disciples felled in the service of their god.
A statue of Ashgaddon stands in the sanctum’s middle, facing toward the main entrance. At each of the chamber’s two ends stands a 10’ wide bronze vat with a few steps to reach its rim. Visiting faithful drop a few drops of blood into it, which turn into red maggots. By end of day the crawling, glistening mass fills the vat. After sunset, acolytes, priors, and visitors all leave, and the doors are carefully locked. Only when all falls as silent as a tomb, do the wraiths descend upon the vats and gorge themselves with the Life Force so generously proffered. The cycle resumes at sunrise.

Top View of the Neighborhood & Air Inlets
The cult’s grand prior visits this temple when one of the wraiths grows powerful enough to serve Ashgaddon as a Celestial (see Divine Servants, CC1 pg. 211). The ritual sends the former wraith to Navuut-Karkerath, the god’s domain in Sadarya. The temple’s prior can summon the wraiths to defend the sanctum against defilers.

Acolytes (8): AR 15 (leather padding), novice priors LF 6, MV 120’ (40’), TA 1 barbed spear, DR M, Size M—Str 67, Agt 50, Dex 56, Sta 78, Int 61, Wis 83, Per 61, MR 75, PH H –2/M –2/S –2. Faith: Ashgaddon, zealot.
Abilities: Repel undead; spellcasting—SP I x1. Barbed Spear—disarm opponent with a critical hit.

Game Stats: These are explained in a pamphlet. Click here to download this from DTRPG.

Monday, June 11, 2018

A Glimpse at Arcanial, Pt. 2

Calidar, Caldwen, Arcanial, Bruce Heard
The Great Emporium  
№2 Caldwa’s Terraces. 
This multi-level, high-end store sells all manners of luxury items of interest to magic-users, from practical but jazzed-up everyday tools of the trade to the weirdest doodads, all at extravagant prices but with a solid warranty and excellent return policy. Empty grimoires, smooth scrolls, rare inks, fine wand wood, spellcasting components, ornamental stones and gems, pearls, rings, pointy shoes, hats, robes, and cloaks, feathers, fancy masks, carpets, furniture, laboratory equipment, flasks, trick chests, decorative sarcophagi, wax dolls, scented candles, lamps, Lao-Kweian incense, Munaani myrrh, Kumoshiman chopsticks, talking fish trophies, and reams of magic items (locked in glass cases—please ask for help for the latter) are some of the goods available if the gold is right. An entire aisle is devoted to wizardly socks—sober, garish, or merely elegant, anything from mundane hosiery to exotic weaves can be found.
The entire edifice is enchanted to prevent not-so-honest clients from walking away with unpaid articles, causing the latter to be returned to their shelves and the former to a holding cell down on the Wyvern. Two dozen watchful faeries sporting the emporium’s green and silver livery provide discreet but efficient customer service. Two large gorilla-shaped golems sternly stand by the exit, next to the registers in case of trouble there. If needed, the store’s faeries can awake them and lead them to a shoplifter.
The business owner, one Gabbie Glittamax previously known as Maddie Magpie before she moved to Arcanial, owns the distinguished establishment. This crafty gnome started her business with a small shop in the Lower District, and gained notoriety during the past decade, being particularly skillful at getting what her clients were looking for. Nearly anything can be obtained if the price is right. Gabbie handles private negotiations and special orders in her office, on the sub-terrace floor. Warehouses, workshops, and break rooms, reach as far down as the Banshee.

Gorilla Golems (2): AR 20, Monster LF 28, MV 180’ (60’), TA 2 fists, DR 2M/2M, DC as monster; Size L (7’tall)—Str 106, Agt 89, Dex 50, Sta n/a, Int 50, Wis 44, Per n/a, MR 100, PH H*/M*/S*
Abilities: These golems are made of flesh and bone. They can easily climb walls and detect invisibility. They are immune to non-magical weapons, and electrical attacks heal combat damage. After first suffering a wound, they thump their chests; their next two attacks receive a +3 bonus to hit. With two successful punches, gorilla golems can slam shoplifters on the floor, stunning them for 2d6+2 combat actions, drag them back to the store’s register area, and pin them down until the city militia can intervene.

Faeries (up to 24): AR 25, Monster LF 3, MV 120’ (40’)/240’ (80’) flying, TA 1 dagger or spell, DR 1 VL or by spell, DC as monster; Size S (3’ tall)—Str 33, Agt 83, Dex 89, Sta n/a, Int 78, Wis 56, Per n/a, MR 75, PH H+2/M–2/S+3
Abilities: Can turn invisible at will and detect invisible; create fog (10’ cube around the creature); four of the faeries are department supervisors who can cast spells as LF22 magic-users.

Gabbie, Gnomish Sorceress-Rogue: AR 35, LF 25, MV 90’ (30’), TA 1 dagger +2, DR VL, Size S—Str 44, Agt 78, Dex 94, Sta 67, Int 83, Wis 56, Per 72, MR 75, PH H+3/M–4/S+5. Faith: Zarghadin, casual. Credentials: Bachelor of Illusion. Apparent Age: middle aged. Ancestry: Osriel.
Abilities: Spellcasting as an LF 25 magic-user; thieving skills are those of an LF 25 rogue.

Game Stats: These are explained in a pamphlet. Click here to download this from DTRPG..

Monday, June 4, 2018

A Glimpse at Arcanial, Pt. 1

While detailing #Calidar's flying city of Arcanial, I decided to post previews here for your enjoyment. Arcanial includes three big districts, one levitating above the other and slowly rotating in opposite directions. The next several entries I'll be posting on this blog are taken from the Middle District. This section of the city is roughly arena shaped, with "alleys" cutting through to enable gondolas and freight barges to fly past the city blocks. Beneath a series of concentric terraces lie up to 30 floors crisscrossed with streets and staircases, as well as wormhole-like portals enabling foot traffic to flow seamlessly across intersecting alleys. Individual quays and doors on each floor allow passengers on/off flying gondolas.

The first of the six golden-roofed buildings on Caldwa's Terraces
Lower Chamber of the Sorcerers
№1 Caldwa’s Terraces.
Nearly 120’ long by 40’ wide and with an ornate ceiling arching 30’ high, the Great Hall accommodates sorcerer officials from all parts of the magiocracy. Seen from the inside, the ceiling looks cathedral-like, as if it reached 90’ high, the result of an elaborate illusion. The front door is purely decorative: it is in fact a wooden carving with no moving parts. An enchantment enables members and chamber officials to pass through this ceremonial gate. Wooden statues of illustrious sorcerers long ago departed look down upon the Great Hall. They animate and attack anyone interfering with parliamentary sessions.
These facilities extend several floors lower, offering meeting rooms, private cabinet chambers, sitting rooms, an indoor docking hall, offices, and the Chamber’s archives. Parliamentary guards, known as Bee-Feeders (they collected honey from bee hives to help impoverished sorcerers long before Arcanial was sent aloft), keep a careful watch on all who come and go. Lesser individuals in the Chamber’s employ, messengers, and other visitors enter through another doorway three floors beneath the terrace. Facilities on the lowest level house a guard post at the entrance and the indoor docking bay facing Outer Artifact Alley. Private stairs connect lower floors to the Great Hall.

Parliament Statues (12): AR 35, Monster LF 17, MV 120’ (40’) or jump (see below), TA 1 breath or 2 claws, DR claws Lo/Lo, DC as monster; Size M (6’tall)—Str 67, Agt 89, Dex 44, Sta n/a, Int 50, Wis 44, Per n/a, MR 100, PH H*/M*/S*
Abilities: These wooden statues may jump as far as 20’ away from their position above the Great Hall, or as much as 15’ horizontally and 10’ vertically when on the floor, and still perform their melee attacks. Once per combat encounter, they can breathe a cloud of razor-sharp wooden shards in a 20’ long, 60˚ cone, inflicting  4Lo damage upon all who fail their Defense Checks. These statues suffer double damage from fire attacks and axe-like weapons. They are immune to blunt weapons and cold-based magic.

Bee-Feeder Guards (up to 20): AR 35, Warrior LF 8, MV 90’ (30’), TA 1 halberd, DR Hi+2, DC as warrior; Size M—Str 89, Agt 67, Dex 50, Sta 83, Int 61, Wis 61, Per 61, MR 83, PH H*/M+4/S*
Abilities: In keeping with tradition, a few hives are kept in wall recesses under the roof. Once during a combat encounter, a group of 6 or more guards can summon a swarm within 1d4 combat actions. Swarm: 30’ radius, MV 120’ (40’), inflicts 2Lo damage to all within area of effect; the swarm lasts 2d4+2 combat actions after which it dissipates; waving torches at the bees halves the swarm’s duration; area of effect magic (fire, cold, electricity, etc.) will likely kill off the bees. Swarms do not attack the keepers.

Game Stats: These are explained in a pamphlet. Click here to download this from DTRPG.

Friday, May 18, 2018

Testing Facebook Groups

Hi all. Just testing Facebook links here. Feel free to join!

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